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https://github.com/g-truc/glm.git
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Added creating a rotation matrix from Euler angles
Creating a rotation matrix for 10 sequences of rotation axes: z-x-z, x-y-x, y-z-y, z-y-z, x-z-x, y-x-y, y-z-x, z-x-y, x-z-y, z-y-x.
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@ -122,6 +122,86 @@ namespace glm
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T const& pitch,
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T const& roll);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * X).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZX(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * X).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYX(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Y).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXY(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * Y).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZY(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * Z).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYZ(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Z).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXZ(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * Y).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZY(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * X).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZX(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * X).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYX(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Y).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXY(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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template<typename T>
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@ -252,6 +252,356 @@ namespace glm
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZX
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c2;
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Result[0][1] = c1 * s2;
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Result[0][2] = s1 * s2;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] =-c3 * s2;
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Result[1][1] = c1 * c2 * c3 - s1 * s3;
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Result[1][2] = c1 * s3 + c2 * c3 * s1;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = s2 * s3;
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Result[2][1] =-c3 * s1 - c1 * c2 * s3;
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Result[2][2] = c1 * c3 - c2 * s1 * s3;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYX
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c2;
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Result[0][1] = s1 * s2;
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Result[0][2] =-c1 * s2;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] = s2 * s3;
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Result[1][1] = c1 * c3 - c2 * s1 * s3;
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Result[1][2] = c3 * s1 + c1 * c2 * s3;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = c3 * s2;
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Result[2][1] =-c1 * s3 - c2 * c3 * s1;
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Result[2][2] = c1 * c2 * c3 - s1 * s3;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXY
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c1 * c3 - c2 * s1 * s3;
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Result[0][1] = s2* s3;
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Result[0][2] =-c3 * s1 - c1 * c2 * s3;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] = s1 * s2;
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Result[1][1] = c2;
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Result[1][2] = c1 * s2;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = c1 * s3 + c2 * c3 * s1;
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Result[2][1] =-c3 * s2;
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Result[2][2] = c1 * c2 * c3 - s1 * s3;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZY
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c1 * c2 * c3 - s1 * s3;
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Result[0][1] = c3 * s2;
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Result[0][2] =-c1 * s3 - c2 * c3 * s1;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] =-c1 * s2;
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Result[1][1] = c2;
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Result[1][2] = s1 * s2;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = c3 * s1 + c1 * c2 * s3;
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Result[2][1] = s2 * s3;
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Result[2][2] = c1 * c3 - c2 * s1 * s3;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYZ
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c1 * c2 * c3 - s1 * s3;
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Result[0][1] = c1 * s3 + c2 * c3 * s1;
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Result[0][2] =-c3 * s2;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] =-c3 * s1 - c1 * c2 * s3;
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Result[1][1] = c1 * c3 - c2 * s1 * s3;
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Result[1][2] = s2 * s3;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = c1 * s2;
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Result[2][1] = s1 * s2;
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Result[2][2] = c2;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXZ
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c1 * c3 - c2 * s1 * s3;
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Result[0][1] = c3 * s1 + c1 * c2 * s3;
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Result[0][2] = s2 *s3;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] =-c1 * s3 - c2 * c3 * s1;
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Result[1][1] = c1 * c2 * c3 - s1 * s3;
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Result[1][2] = c3 * s2;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = s1 * s2;
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Result[2][1] =-c1 * s2;
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Result[2][2] = c2;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZY
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c2 * c3;
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Result[0][1] = s1 * s3 + c1 * c3 * s2;
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Result[0][2] = c3 * s1 * s2 - c1 * s3;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] =-s2;
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Result[1][1] = c1 * c2;
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Result[1][2] = c2 * s1;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = c2 * s3;
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Result[2][1] = c1 * s2 * s3 - c3 * s1;
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Result[2][2] = c1 * c3 + s1 * s2 *s3;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZX
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c1 * c2;
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Result[0][1] = s2;
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Result[0][2] =-c2 * s1;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] = s1 * s3 - c1 * c3 * s2;
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Result[1][1] = c2 * c3;
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Result[1][2] = c1 * s3 + c3 * s1 * s2;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = c3 * s1 + c1 * s2 * s3;
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Result[2][1] =-c2 * s3;
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Result[2][2] = c1 * c3 - s1 * s2 * s3;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYX
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(t1);
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T s1 = glm::sin(t1);
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T c2 = glm::cos(t2);
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T s2 = glm::sin(t2);
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T c3 = glm::cos(t3);
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T s3 = glm::sin(t3);
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mat<4, 4, T, defaultp> Result;
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Result[0][0] = c1 * c2;
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Result[0][1] = c2 * s1;
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Result[0][2] =-s2;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] = c1 * s2 * s3 - c3 * s1;
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Result[1][1] = c1 * c3 + s1 * s2 * s3;
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Result[1][2] = c2 * s3;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = s1 * s3 + c1 * c3 * s2;
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Result[2][1] = c3 * s1 * s2 - c1 * s3;
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Result[2][2] = c2 * c3;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXY
|
||||
(
|
||||
T const & t1,
|
||||
T const & t2,
|
||||
T const & t3
|
||||
)
|
||||
{
|
||||
T c1 = glm::cos(t1);
|
||||
T s1 = glm::sin(t1);
|
||||
T c2 = glm::cos(t2);
|
||||
T s2 = glm::sin(t2);
|
||||
T c3 = glm::cos(t3);
|
||||
T s3 = glm::sin(t3);
|
||||
|
||||
mat<4, 4, T, defaultp> Result;
|
||||
Result[0][0] = c1 * c3 - s1 * s2 * s3;
|
||||
Result[0][1] = c3 * s1 + c1 * s2 * s3;
|
||||
Result[0][2] =-c2 * s3;
|
||||
Result[0][3] = static_cast<T>(0);
|
||||
Result[1][0] =-c2 * s1;
|
||||
Result[1][1] = c1 * c2;
|
||||
Result[1][2] = s2;
|
||||
Result[1][3] = static_cast<T>(0);
|
||||
Result[2][0] = c1 * s3 + c3 * s1 * s2;
|
||||
Result[2][1] = s1 * s3 - c1 * c3 * s2;
|
||||
Result[2][2] = c2 * c3;
|
||||
Result[2][3] = static_cast<T>(0);
|
||||
Result[3][0] = static_cast<T>(0);
|
||||
Result[3][1] = static_cast<T>(0);
|
||||
Result[3][2] = static_cast<T>(0);
|
||||
Result[3][3] = static_cast<T>(1);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> yawPitchRoll
|
||||
(
|
||||
|
Loading…
Reference in New Issue
Block a user